﻿//UNIT STATUS ENUM

public enum BASEUNIT_STATE {IDLE, MOVE, COVER, CLOSEATTACK, AIM = 4, FIRE, RELOAD, DAMAGE, KNOCKBACK = 8, RETREAT, FEAR, DEAD , THROW, TAUNT = 13, BUILD,  HEAL,TRACE, STUCKMOVE, SUPPLY};

public enum UNIT_TYPE {FRIENDLY, ENEMY};

public enum BUILD_TYPE { COVER, BUILDING };

public enum COVER_INDEX { SCRAPWIRE, SANDBAG, BARRIKADE };

public enum BUILDING_INDEX { AMMOSUPLY, GP };

public enum CONDITION_STRANGE { AMMO_LOW, AMMO_OUT, PANIC };

public enum PERK_CATEGORY { PERSONALITY, PTSD, INJURY, END };

public enum STAT_TYPE { HEALTH, MORALE, SPEED, ACCURACY, STRENGTH, END };

//ACT ID

public enum WAYPOINTACT_ID {ACT_MOVE, ACT_CHANGEANIM, ACT_CHAT, ACT_STANDBY};

//Weapon
public enum WEAPON_TYPE { CLOSE, PISTOL, RIFLE, MG, RIOTGUN, END };

public enum THROW_TYPE { STONE, MOTOLOV, END };

//Skill

public enum CLOSEATK_TYPE {NORMAL, STRIKE};


//Class
public enum CLASS_TYPE { TECHNICIAN, POLICE, SOLDIER, END };

public enum ASSN_TYPE { DEFAULT, RANGE, CLOSE, END }; // IF CLASS IS ENGINEER, DEFAULT -> ENG // RANGE -> MED // CLOSE -> SUP;


//Input
public enum MOUSEINPUT_STATE {NORMAL, DENIDED, HALFCOVER, FULLCOVER, SUPPLY};

//UI
public enum PAPER_TYPE { APPLICATION_POLICE, APPLICATION_TECH, NOTE, END };

public enum TRUCK_EVENT { REINFORCE, AMMO, SUPPLY, END};

//public enum EVENT_INDEX { RIOT_PROGRESS, RETREAT, ATTACK, SUPPLY_BE_CUT_OFF,END };

public enum CHATBUBBLE_STATE { NORMAL, ATTACK, HURT, EVENT, END };

public enum XML_INDEX { SYSTEM_MSG, PERK_DEF, FIRST_NAME_DEF, LAST_NAME_DEF, STAT_DEF, CLASS_DEF, ASSN_DEF, TROOP_DEF, END };

public enum EVENT_CHOICE { YES_OR_NO, CONFIRM, CHOICE_STATE };

//WEATHER

//Tile
public enum TILE_OPTION { NORMAL, BLOCK, BUILD, BUILD_QUEUED, IN_STRUCT,SLOW };
public enum DIR {SEQU, DAEGAK};

public enum WEATHER_TYPE { SUNNY, CLOUDY, RAINY, END };

